One large 2d grid or multiple small ones?
Which is recommended? I take it that it would be far easier to make your 2d levels out of chunks of different 2d grids that you can make a prefab out of (like separate stock rooms), but would that be wise? What would be better performance-wise to make a large metroidvania-like map: one large grid that contains everything, or multiple smaller ones that contain just distinct pieces of the level?
Answer by _Eyesgood_ · Sep 16, 2020 at 09:55 PM
Unless I am mistaken, you are limited to a single shader per tilemap. This led me to put each terrain type in my game on its own tilemap. I have seen no performance differences from loading all tiles on a single tilemap as opposed to using multiple tilemaps. I initialize all of the tilemaps to be the same size and only set the tiles that match the type I have assigned to that particular tilemap. It works well and I am able to use a special shader which animates my lava tilemap while using another shader for my water tilemap animations.
Yeah, that's tilemaps. Those are like layers, but they all are assigned to a single grid. But grid itself is probably just a system for snapping a tile to place, so I don't actually think there will be any performance impact, but just wanted to check on that to make extra sure.
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